I don't have this tutorial in english but from google translate of russian one it seems that capone is not needed. It was only used to visualy place points. It is also mentioned that track has to be made of exactly 109 points becouse at that time it wasn't known how to change that. So this is also outdated.

You could make track using only check.bin editor (track points) and MWE (camera, starting points) basicly.

can anyone tell me how I could make the pavement in the circuit into a dirt racing track please???

Change the collision material from 1 to 6. To do so with MWE, pick a road section mesh, change the Material value in the Properties panel and hit the Mesh button in the Col panel to apply the material to all faces of the selected mesh.

Note that mise06-autodrom uses a dedicated collision mesh for many sections of the circuit. To view the collision mesh, activate the Draw Disabled Objects option in the Settings panel. You will then see some z-fighting in some sections of the track. Pick the mesh that shows a Collisions section in the property grid to edit the collision material.

IF you have any info on racing mod that you could share I would be very thankful.

Unfortunately no. I've personally not looked into racing yet so I can't really help you there. I think braingib (creator of BScriptView) created a tutorial on how to create races with BSV many years ago (it's mentioned in the changelog for v5.0) but I'm unable to find it now. BSV can be downloaded from here. Maybe the tutorial is still buried somewhere there and I just don't see it.

In general I'd recommend to open the check.bin of one of the racing missions (such as mise06-autodrom) with CheckRE or CHE and experiment a bit with the tools. Make a few changes and check what effects they have ingame.